Daily Archives: May 22, 2017

Extra hours pay off for Hai Sing robotics team – The Straits Times

Posted: May 22, 2017 at 3:46 am

Two weeks before three Hai Sing Catholic School students were due to compete in a world robotics contest, their robot stopped moving during a routine stress test.

To rebuild Atom-U, they put in extra hours after school every day, even staying some nights in school.

The team's leader, Secondary 4 student Shannon Chua, 15, said: "It was stressful. We had to change a lot of things, even at the last minute. There were many times when we felt like giving up."

But the team, which included Sam Andrew Sy, 14, and Ernest Tan Jun Yi, 15, overcame the setback and triumphed in the middle school category at the VEX Robotics World Championship in Kentucky, United States, last month. The team also snagged another top honour, the Robot Skills award.

The team was one of six from the school's robotics club to enter the contest. This is the fourth time that the school in Pasir Ris has snagged top honours in the competition.

Last month's contest saw about 160 teams, including powerhouses from China, New Zealand and the US, taking part.

Besides designing and building the robots from scratch, the teams from Hai Sing had to put their creations through functional and stress tests. If the robots failed, it was back to the drawing board.

TEST OF PERSEVERANCE

It was stressful. We had to change a lot of things, even at the last minute. There were many times when we felt like giving up.

SHANNON CHUA, the team leader, on the team's preparations for the competition.

MORE THAN JUST SKILLS

Students have to put in their fair share of hard work and have the desire to win.

MR TEO YEE MING, Hai Sing's subject head for Stem (science, technology, engineering and mathematics), on the students' win.

For 15 months, the students worked on their robots almost daily, even staying overnight in school on several occasions.

Ernest, a Sec 4 student, said his team dismantled and rebuilt their robot at least 10 times in those 15 months. "It was a lot of hard work. We also had to juggle training (for the contest) and studies."

Sam, a Sec 2 student, said: "I've always wanted to do engineering and (building the robot) gave me a chance to learn more."

The team's victory caught the attention of Education Minister (Schools) Ng Chee Meng, who congratulated the students on Facebook. He also noted that the school's Applied Learning Programme in Stem (science, technology, engineering and mathematics) has allowed students to "apply their classroom knowledge and fuel their passion for robotics".

Mr Teo Yee Ming, Hai Sing's subject head for Stem, said: "Students have to put in their fair share of hard work and have the desire to win."

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Softbank and Saudi fund aim at robotics – Business Day (registration)

Posted: at 3:46 am

Riyadh The worlds largest private equity fund, backed by Japans Softbank Group and Saudi Arabias main sovereign wealth fund, says it has raised more than $93bn to invest in technology sectors such as artificial intelligence and robotics.

"The next stage of the information revolution is under way and building the businesses that will make this possible will require unprecedented large-scale, long-term investment," said the Softbank Vision Fund.

Japanese billionaire Masayoshi Son, chairman of Softbank, a telecommunications and technology investment group, revealed plans for the fund in October 2016 and since then, it has obtained commitments from some of the worlds most deep-pocketed investors.

In addition to Softbank and Saudi Arabias Public Investment Fund, the funds investors include Abu Dhabis Mubadala Investment, which has committed $15bn, Apple, Qualcomm, Taiwans Foxconn Technology and Japans Sharp.

The new fund made its announcement during the visit of President Donald Trump to Riyadh and the signing of tens of billions of dollars worth of business deals between US and Saudi companies. Son was also in Riyadh on Saturday.

After meeting with Trump in December 2016, Son pledged $50bn of investment in the US that would create 50,000 jobs, a promise Trump claimed was a direct result of his election win.

The fund may also serve the interests of Saudi Arabia by helping Riyadh obtain access to foreign technology. The Saudi economy has been severely damaged by low oil prices and policy makers are trying to diversify into new industries.

The Public Investment Fund signalled an interest in the technology sector in 2016 by investing $3.5bn in Uber.

Saturdays statement did not say how much the Public Investment Fund had committed to the fund, but it has said before it would invest up to $45bn over five years. Softbank is investing $28bn.

The new fund said it would seek to buy minority and majority interests in private and public companies, from emerging businesses to established, multi-billion-dollar firms. It expects to obtain preferred access to long-term investment opportunities worth $100m or more.

Other sectors in which the fund may invest include communications infrastructure, computational biology and financial technology.

The fund aims for $100bn of committed capital and expects to complete its money-raising in six months, it added.

Reuters

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Gammatek Introduces New Interactive Robotics to South Africa – Fortress of Solitude

Posted: at 3:46 am

Robotics engineering has existed for many decades now, but the industry continues to grow, whether it be in the more formal sense in factories, or the more fun approach for kids to learn the basics. The South African market has not always offered the greatest range of robotics for the latter, sometimes often at a cost, but Gammatek aims to change that by introducing a range of interactive robotics in the country.

Gammatek is a leading distributor of technology in South Africa, and continue this with the release of the Ubtech Robotics products in South Africa. Ubtech themselves are well-known in the international robotics community as a leader in artificial intelligence and humanoid robotics.

The range of robotics to be released in the country include the Alpha1 Pro humanoid robot, as well as a range of programmable and educational robots from the Jimu range, which include TankBot, Mini Kit, Explorer kit, and MuttBot.

Gammatek representative, Zev Cherniak made the following statement: We are thrilled to announce that Gammatek is now the proud distributor of Ubtech Robotics innovations in South Africa. These are the robots that youngsters dream of. Suitable for children as young as age, and upwards, these interactive robot building kits go beyond pure-play and also challenge our perception of educational toys. While stimulating creativity and imagination, Ubtech Robotics building kits encourage critical thinking, problem-solving, three-dimensional engineering and collaboration. The possibilities are quite simply endless.

The Alpha1 Pro humanoid robot is an interactive robot, both educational and entertainment, and has 16 high-precision servo motors, allowing him to reproduce quite a number of human movements. With each of the servo motors being able to rotate at its own speed, the unit is able to do push-ups, choreographed dancing, along with a few kung-fu moves. Users interact with the robot via Bluetooth 4.0, allowing to connect to an app on your phone (Android and iOS), or via your PC (Windows and Mac). The app also allows users to interact with five different robots at once, programming and recording movements.

The Jimu Robot Kits feature a number of different kits with different capabilities. The Jimu Mini Kit features all the tools necessary to build the MuzzBot, Ostrich or bull robots, and includes four servo motors as well as 253 snap-together interlocking parts and connectors. The Explorer Kit is capable of building five models, which include a Baby, Parrot, Penguin, T-Rex and Walrus, including seven servo motors and 561 parts and connectors. All Jimu kits include the main control box, lithium ion battery and adapter. The units are also programmed and operated via an Android and iOS app. The Jimu robotics were built specifically to meet the needs of the STEM curriculum:

Both the Alpha1 Pro and Jimu sets will be available through different retailers across the country, such as Cellucity, Digicape, Incredible Connection, iStore, New World, Sandton Stationey and Print, Techmobi and Takealot.

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Problem solving taught through LEGO Robotics during State 4-H Day – The Exponent Telegram (press release) (registration)

Posted: at 3:46 am

JACKSONS MILL At least a half dozen robotics teams competed in table exercises during WVU Extension State 4-H Day Saturday at WVU Jacksons Mill.

4-H groups represented included teams from Taylor, Mineral, Berkeley, Putnam, Mercer and Preston counties, as well as others participating in different competitions throughout the event.

Preston County 4-H Agent David Hartley, who coordinated the robotic challenge, said the event is meant to mold elementary, middle and high school students into problem-solvers and good teammates. Each challenge had different levels of difficulty.

Teams are coming up with programs for their robots to achieve these different challenges we have laid out for them, Hartley said. During the table runs, they have two minutes to complete as many challenges as they can. They have three chances, and they all had the option of which challenges they wanted to pursue.

Were trying to really get young people to understand how to use technology. Robotics is something we see in our everyday society, he said.

Team members could not manually manipulate their robots, but had to rely on their computer programs.

When they got here, they didnt know what (the challenge) looked like, what theyd have to do, Hartley said. There are seven different challenges.

Each team built a base robot, but teams added on extras before the table runs began, Mineral County 4-H Leader Steve Kimble explained. The two Mineral County teams built their base robots in September.

We practice for this a good while, Kimble said.

Putnam County Clover STEM coaches Jeff and Toni Takarsh helped guide four students through Saturdays competition for the first time, including three from Putnam County (including her 11-year-old son, Carter) and a girl from Monongalia County.)

This is our third year as a team (but) our first year at this event, Toni said. The three from Putnam County were also competing in the state 4-H Day speaking contest. They based some of their programming on other attachments theyve done in the past, but they did everything from scratch today, except for the basic robot design.

I think theyre pretty nervous, she added.

Putnam County 4-H also competes in the FIRST Lego League, which runs from August to December. In November, the Clover STEMs won the champions award at the WVU Jacksons Mill qualifier before winning the state championship at Fairmont State University in December.

We have a lot of meetings. The kids work really hard, Toni said.

Berkeley County 4-H STEM has had a robotics team for six years, directors Chuck and Susan Engle said. The team Saturday also included their 14-year-old son, Edward, and 12-year-old daughter, Emma.

Emma, a seventh-grader, has been on robotics teams for five years. She and teammate Allison McCaslin scored 125 points in their first table run.

It was a lot less stressful than I thought it would be, Emma said. We practiced everything in order once-or-twice through, but I think we achieved more during practice because we couldnt touch the robot (once the competition started). We had to touch it once (a 10-point deduction) because it got caught.

Stacie Himes watched her daughter, Emily, and son, Alex, compete for Taylor County Saturday. She said it was the first competitive robotics event for her children.

They love it, Himes said.

The competition also enabled the teams to get ideas from other areas of West Virginia while participating in other 4-H activities at Jacksons Mill, Hartley said.

Staff Writer Jonathan Weaver can be reached at (304) 626-1445 or jweaver@theet.com. Follow me on Twitter @jweaver_theet

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Cannes 2017: Alejandro Irritu’s virtual reality project is festival’s true disrupter – Los Angeles Times

Posted: at 3:43 am

Since virtual-reality entertainment began gaining currency several years ago, two key questions (among many) have emerged: Will the mainstream film community embrace it? And what form will that embrace take?

The first question is increasingly heading to an emphatic yes. That point has been underscored over the past few days at the Cannes Film Festival, where organizers for the first time invited a VR project to its official selection: a piece by Alejandro G. Irritu, the Oscar-winning director of Birdman and The Revenant.

Titled Carne y Arena, the project has both Hollywood bona fides it is partly funded by the studio heavyweight Legendary Entertainment and the stamp of the art house community, for which Cannes is a holy site.

Answers to the second question about form, however, remain far more ambiguous.

Installed in an airplane hangar about 20 minutes outside of town, Carne y Arena tells the story of Latin American immigrants who are attempting to cross into the United States via the Arizona desert when they are spotted and caught by U.S. authorities. Irritu and his frequent cinematography collaborator Emmanuel Lubezki, who goes by Chivo, located real people who suffered the torturous journey and had them reenact it on camera; they then shot their stories with VR's 360-degree sweep and in-your-face urgency.

Until you feel it until you feel what it's like to be 20 years old, not left wing or right wing or any wing you can't really talk about it.

Alejandro G. Irritu, director of the VR project 'Carne y Arena'

(A version of the piece will come this summer to the Los Angeles County Museum of Art, where its expected to run for several months, welcoming one museum patron at a time and making the five to seven people allowed into the precipitation portion of Rain Room seem like a flash mob. Carne also will open in a few weeks at the Fondazione Prada in Milan; the arts institution was a backer as well.)

Viewers experience the film in a highly curatorial way. The piece is flanked by an art installation on-screen testimony, a reconstructed holding pen while the movie itself is a walking VR piece that allows viewers to wander around the desert at will (or at least as much as the room, a sand-strewn space the size of several volleyball courts, allows).

Displayed in an Oculus Rift headset, the six-minute piece begins with a desperate group of immigrants straggling into sight, led by their "coyote" smugglers. But the windswept quiet is soon jolted by the sight (or heavens-rattling sound) of a military helicopter. In an instant, the terrain is turned into a Children of Men-style horror show. As guns are pointed and orders barked, the immigrants drop to their knees. So too can a curious viewer, if he or she chooses; the virtue of VR is the ability to walk up to and around a film's subjects, almost like one holds an invisibility force field.

This is very different from the rhetoric and the politics, Irritu said in a joint interview with Chivo at the festival Sunday. Until you feel it until you feel what it's like to be 20 years old, not left wing or right wing or any wing going through something like this, you can't really talk about it.

The subject matter is not new to VR. Border stories have been explored for years by many of the medium's preeminent filmmakers (especially the former USC pioneer Nonny de la Pea), so the air of novelty put forth by those promoting the project will be met by VR veterans with a measure of skepticism.

What Irritu has done differently is offer a sense of scope and scale much like a studio director who adapts the techniques of an independent filmmaker to a bigger canvas. There is an almost unprecedented vastness to the desert, which can seem peaceful until the cavalry arrives and turns it into a kind of wasteland prison. The use of a comparatively large budget (undisclosed) and whiz-bang technology (new and changing by the minute) also offers a level of hyper-realism that would have been unthinkable to filmmakers working with different tools or a shallower pocketbook.

We came in with two cameras thinking we'd block everything and then shoot it. And we realized that was very naive.

Emmanuel Lubezki, cinematographer

Beyond the question of the border story, whether documentary-style pieces are ideally suited for VR generally remains to be seen. Dropping a viewer into the action is one of the chief assets of the medium, making the documentary style a no-brainer.

Whether it also is the most compelling not to mention the most commercial approach is another matter. Given their resumes, Irritu and Chivo might have seemed likely to press a fictional narrative something live-action VR has been sorely missing though, when asked, the pair hedged on whether they'd try that next.

Still, the filmmakers seem well disposed to VR from a technical standpoint, having used 360-degree camera techniques in The Revenant and Birdman, in which they at once broke cinema's frame and worked within it. This time around they had no frame to break, just a cover-every-pixel process they described as being as vexing as it was liberating.

It's a completely different medium. You can't use the tools weve developed in film for over 100 years, Chivo said. We came in with two cameras thinking we'd block everything and then shoot it. And we realized that was very naive.

To hear the pair talk with fresh wonderment about the form the need for new grammar and the obsolescence of old techniques, the flouting of convention and the different rules of consumption is to listen to conversations that many in the VR community have long had and in a sense moved past.

Still, such remarks are noteworthy, offering a glimpse at the crossover dynamic that occurs when the artistic establishment in one form begins discovering another, like when rock musicians first stumbled upon an already thriving world of hip-hop beats.

Hollywood and VR still need to work out cultural differences too. The notion is highlighted by the unusual layers of Hollywood bureaucracy around seeing Carne at Cannes, which clashes with the informality and filmmaker accessibility that has until now characterized the space.

Even the simple matter of what to call these new pieces was complicated by the number of emails sent to journalists exhorting them to call Carne an art installation instead of a film.

Certainly the presence of Carne at Cannes makes for a complex juxtaposition. Much of the Sturm und Drang at the festival around digital technology has been centered on Netflix, which with two films in competition has provoked a backlash from French theater owners and plenty of headlines. But in a way, streaming services are not the real disrupters. They may upset theater owners, but they keep intact many of the film industry's long-standing rules and players. Hollywood in the Netflix age is doing what it has always done, it has just delivering film differently.

VR, though, upends the game much more significantly, changing the very way stories are told and since hardly every filmmaker is as game as Irritu and Lubezki who will tell them too. That is far more anathema to the ideology of Cannes, which reveres cinema and its masters like few others. This makes it all the more surprising that festival director Thierry Frmaux enthusiastically persuaded a skeptical Irritu to bring the piece here (at least as the filmmaker explained it), instead of the other way around.

If (when?) VR takes off as a storytelling medium, the idea of people gathering in plush theaters named after French artistic greats to watch two-hour slices of edited film could seem as quaint as the masses gathering for the latest Bizet debut.

In that regard, Irritu and Chivo are ahead of the curve when they say that VR could soon become a much bigger part of film fans' diet.

I think it could be less than 10 years when kids look at a movie on a [traditional] screen and say, You used to watch things on that? Chivo said.

In the meantime, filmmakers are ranging around to match content and medium.

We are using the highest technology to express the stories of the people treated like the lowest in society, Inarritu said. It is virtual reality to express a bad reality."

What other kinds of reality and whether it needs to be real at all still needs to be sussed out. Maybe at future festivals.

See the most-read stories in Entertainment this hour

steve.zeitchik@latimes.com

Twitter: @ZeitchikLAT

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‘Bjork Digital’ Virtual-Reality Art Exhibition Arrives in Los Angeles … – Variety

Posted: at 3:42 am

Bjrk is in Manhattan for the time being, but her avatar showed up in Los Angeles Friday as a surprise guest at a press confab to preview Bjrk Digital, a virtual-reality art exhibition thats having its west coast premiere in downtown L.A. through June 5.

Woo-woo! exulted an enthusiastic Bjrk, waving her arms after one of a handful of reporters inside the exhibits host venue, the Magic Box at the Reef, inquired whether the colorful, surreal image being seen on screen via Skype was really a live representation of Bjrk. (Director/collaborator Andrew Thomas Huang, who was present in the flesh, assured the assembled that her avatar was indeed a live motion-capture feed.)

Part of the idea of this project, said Bjork, has to move with the exhibition in as simple a way as possible the fact that it was just headsets that you put in an empty room, and the magic all happens inside the headsets. So we on purpose put nothing on the walls. Bjrk Digital has been exhibited in a few cities worldwide, but the L.A. engagement represents only its second installation in the U.S., following an American premiere in Houston last December.

My intention also is to reach intimacy with the listeners, and to show that there are so many different ways of being intimate, she said. And one of them is the VR. In certain ways its distant for sure, but in certain ways its even more intimate than a concert and even more intimate than a CD. That can be attested to by attendees who experience Bjrks in theirs, either as a realistic 2D figure or a computerized 3D animation.

Ushers shepherd ticketholders in small groups from room to room, which offer increasingly immersive experiences. The first room puts a virtual toe in the water, as patrons spend a few minutes playing around with a Biophilia app on iPads. Then the show really gets underway in a space where a video for Black Lake or two separate but closely related videos, actually can be seen on a pair of ultra-wide screens on opposite sides of the darkened room, which is decked out with 50 surround speakers.

Then begin the VR experiences, at first in 2D. Stonemilker, Quicksand, and Mouth Mantra all unfold in rooms with 24 stools each, allowing everyone to spin in a circle, at will, to take in 360-degree views of Bjrk by the Icelandic seaside, or in a starfield or from inside of her body. Mouth Mantra was filmed inside her mouth, offering a tongues-eye-view perspective of what Jonah or Pinocchio might have felt like, albeit with trippy special effects turning her teeth into swirly dominoes. (Warning: its during the literally cheeky Mouth Mantra that virtual-reality virgins may be likeliest to feel a little queasy.)

The climax of the exhibition comes as patrons are herded into two-person booths for a pair of 3D virtual reality videos, Family and Notget, this time standing up, with the headsets tethered overhead to keep you from wandering too far or bumping into your stallmate.

After that comes the last experience: a room with a lot of floor pillows and a two-hour loop of Bjrks older MTV-style videos. Even her earliest video work was groundbreaking, but watching something in a 1.33:1 aspect ratio after whats come before is a little like leaving Wonderland and settling down in front of a kinescope.

Actually, theres one more unofficial room: the merch space, a paradise for anyone who wants to pick up posters, T-shirts, deluxe vinyl, or, especially, her new 34 Scores book of sheet music for piano, organ, harpsichord or celeste, currently available only at the exhibition.

With the score book coming out now, thats also another side of me in which Im trying to be even more intimate with people, Bjrk explained. They can stay at home and play their piano and sing along with my songs with their loved ones, which we sort of do a lot in Iceland, especially after a couple of drinks or maybe its more screaming than singing, actually.

Bjrk Digital is being presented in conjunction with the L.A. Philharmonic, which is bringing her in to do a sold-out, one-off show at Disney Hall on May 30. There wont be any screens at that show, just reality-reality, she explained.

I kind of am very fond of extremes, as you probably noticed, she said. So thats going to be a 32-piece orchestra and me singing, and theres going to be no electronics; I decided to have no visuals, so its just all about the ears. And then Im going to come back in July with Arca, with a 15-piece orchestra for the opening night of the FYF Festival in Exposition Park on July 21 and were going to perform sort of stompers, if you will. Thats going to have a lot of visuals and surprises and special effects and more celebrational and outdoorsy and festive.

Shes spending the year performing in three different styles or settings, not counting the digital exhibition. I do these orchestra shows, which I feel are very intimate, to sing for two hours with just the strings, which is actually double harder and double more intimate because I cant really hide behind anything. Its very naked. And then I also really enjoy especially doing those festivals with Arca, where we play more of my old songs and its kind of more of a communal experience where you can lose yourself. Bjrk has also toured as a DJ, representing another side of me, which is music nerd. Ive got a pretty big record collection, and Im doing four-hour-long sets where I will start with world music or classical music and itll be a journey and usually end in some high-energy R&B bouncing or techno Ive been trying to break it up and not do it always the same way, and stay vulnerable, but also stay excited.

And after all this: I am right now starting to work on my next project. And it probably happens not on earth, partly. I dont want to give too much away, but yeah, probably, mm-hm, she said, chuckling as she cut her virtual revelations short.

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How will virtual reality affect fashion? – The Australian Financial Review

Posted: at 3:42 am

Is that a real Philip Treacy hat that our international fashion editor is wearing?

I know I should move, but which way should I go? I am standing inside an enormous hat, which if I reach out and touch it with hands which are not mine, yet are held by mine shatters into a million pieces. I feel half human, half robot and entirely discombobulated. This is my first experience of fashion VR.

VR means virtual reality. You know that, pretty soon, we'll be seated on our sofas at home strapped into our Oculus Rift headset and headphones while watching movies so immersive, that wildebeests will be stampeding across the carpet. As for how VR will work for fashion, everyone is, like me, taking baby steps. We know the potential for immersive experiences in a business of creativity is enormous. We just don't want to step off the cliff.

Will VR become the norm for huge advertising campaigns? Will you not only watch them, but experience them, be inside them? Perhaps you and your friends will soon head to the Westfield mall for a shared multi-sensory experience. China already has an emerging culture of social VR, with groups going to VR venues in the same way you would go bowling.

Perhaps the potential lies in in-store experience. Will there be people in headsets, walking through the Gucci store, experiencing a reality entirely unlike those who have just popped in to buy a sweater? While my experience involved walking around on my own two feet within an assigned space "wired up" for VR, will Positron Voyager chairs which look like giant eggs and have full motion and are already in use for cinematic VR become the norm in your nearest Chanel? Or will this technology lead us somewhere else entirely?

It is these sort of questions which were posed at South by South West (SXSW), the annual music and tech conference held in Austin, Texas, in March. SXSW is becoming of increasing interest to the fashion world: this year's speakers ranged from Vint Cerf, one of the inventors of the internet, to Marc Jacobs, formerly creative director of Louis Vuitton.

Thus do I find myself in a three-metre-square area on the fourth floor of an ugly convention centre, yet thinking I am inside a Philip Treacy hat. I'm experiencing the world premiere of Spatium, created by film director Roland Lane and VR director Alex Lambert, in association with Inition, a leader in immersive technologies. Lane's aim is to push fashion imagery as far as it can go. No wonder then that for his fashion collaborator he went to Treacy, the milliner who has spent his whole career making the impossible possible.

The actual hat recreated in Spatium was first worn IRL (in real life) by Madonna. I appear to be wearing it now, which makes me question what is happening in my brain. It is all too "down the rabbit hole" for me; it blows my middle-aged mind.

When fashion collides with technology, it is always unsettling at first, like when water slams against land, because the two forces are each so powerful. Then they find harmony and it becomes normal. Like e-commerce.

The movie industry is ahead on this. Tom Cruise was at SXSW, virtually, with a zero gravity experience which had people not on the edge of their seats but thinking they were falling off them. Sadly, I wasn't savvy enough to book a Positron Voyager full-motion rotating chair in Ballroom B at the Austin Convention Centre in advance. But everyone who did Cruise's self-funded VR experience, apparently costing $US18 million ($24 million), said it was "awesome". For fashion, hang on to your hat and your headset. We, too, are in for an exciting ride.

International fashion editor Marion Hume is based in London.

Follow AFR Mag on Twitter and Instagram.

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Virtual reality app to teach road safety to children – BBC News

Posted: at 3:42 am


BBC News
Virtual reality app to teach road safety to children
BBC News
An app using similar technology to Pokemon Go is being developed to help teach road safety to primary school children. Pupils will be able to learn road-crossing skills through the "virtual reality" game. The app has been developed by University of ...

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AI File Extension – What is a .ai file and how do I open it?

Posted: at 3:42 am

Home : File Types : AI File (2 File Associations) File Type 1Adobe Illustrator File What is a AI file?

An AI file is a drawing created with Adobe Illustrator, a vector graphics editing program. It is composed of paths connected by points, rather than bitmap image data. AI files are commonly used for logos and print media.

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Since Illustrator image files are saved in a vector format, they can be enlarged without losing any image quality. Some third-party programs can open AI files, but they may rasterize the image, meaning the vector data will be converted to a bitmap format.

NOTE: To open an Illustrator document in Photoshop, the file must first have PDF Content saved within the file. If it does not contain the PDF Content, then the graphic cannot be opened and will display a default message, stating, "This is an Adobe Illustrator file that was saved without PDF Content. To place or open this file in other applications, it should be re-saved from Adobe Illustrator with the "Create PDF Compatible File" option turned on."

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Programs that open AI files

Updated 8/18/2016

Game file used by Battlefield 2, a modern warfare first-person shooter; saves the properties and instructions for how the computer and units move and act during a game; saved in a plain text format and sometimes modified to tweak gameplay settings.

Programs that open AI files

Updated 12/8/2011

Our goal is to help you understand what a file with a *.ai suffix is and how to open it.

All file types, file format descriptions, and software programs listed on this page have been individually researched and verified by the FileInfo team. We strive for 100% accuracy and only publish information about file formats that we have tested and validated.

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AI File Extension - What is a .ai file and how do I open it?

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In the AI wars, Microsoft now has the clearer vision – TechCrunch

Posted: at 3:42 am

A week ago, Microsoft held its Build developer conference in its backyard in Seattle. This week, Google did the same in an amphitheater right next to its Mountain View campus. While Microsofts event felt like it embodied the resurgence of the company under the leadership of Satya Nadella, Google I/O and especially its various, somewhat scattershot keynotes fell flat this year.

The two companies have long been rivals, of course, but now maybe more than ever they are on a collision course that has them compete in cloud computing, machine learning and artificial intelligence, productivity applications and virtual and augmented reality.

Its fascinating to compare Pichais and Nadellas keynote segments. Both opened their respective shows. But while Pichai used his time mostly to announce new stats and a new product or two, Nadella instead used his time on stage to talk about the opportunities and risks ofthe inevitable march of technological progress that went way beyond saying that his company is now AI first. Let us use technology to bring more empowerment to more people, Nadella said of one of the core principles of what he wants his company to focus on. When we have these amazing advances in computer vision, or speech, or text understanding let us use that to bring more people to use technology and to participate economically in our society.

And while Google mostly celebrated itself during its main I/O keynote, Nadella spent a good chunk of time during his segment on celebrating and empowering developers in a way that felt very genuine.

Having spent a few days at both events, I couldnt help coming home thinking thatit may be Microsoft that has the more complete vision for this AI-first world well soon live in and if Google has it, it didnt do a good job articulating it at I/O this year.

The area where this rivalry is most obvious (outside of the core cloud computing services) is in machine learning. Google CEO Sundar Pichai noted during his keynote segment that the company is moving from being a mobile first company to an AI first one. Microsoft is essentially on the same path, even as its CEO Satya Nadella phrased it differently. Neither company really mentionedthe other during its keynote events, but the parallels here are pretty clear.

The two marquee products both companies used to show off their AI prowess were surprisingly similar. For Microsoft, that was StoryRemix, a very nifty app that automatically makes interesting home videos our of your photos and videos. For Google, it was Google Photos, which is using its machine learning tech to help you share your best photos more easily. Remix is a far more fun and interesting product, which garnered massive applause from the developer audience at Build, while the new Google Photos features sound useful enough, but arent going to blow people away. There was also nothing developers could learn from that segment.

Google Lens, which can identify useful information in images, looks like it could be really useful, too (though we wont really know until we get our hands on it at some point in the future), but its worth noting that Googles presentation wasnt very clear here and that a number of people I talked to after the event told me that they had a hard time figuring out whether this was a developer tool, a built-in feature for the Google Assistant or a standalone app. Thats never a good sign.

Google also still offers Google Goggles, an app that allowed you to identify objects around you for a few years now. I think Google forgot that even existed, as its sometimes prone to do.

At the core of the two companies AI efforts for consumers are Microsoft Cortana and the Google Assistant. This is one area where Google remains clearly ahead of Microsoft, simply because it offers more hardware surfaces for accessing it and because it knows more about the user (and the rest of the world). Cortana works well enough, but because it mostly lives on the desktop and isnt really connected to the rest of your devices, using it never comes natural.

In the virtual personal assistant arena, Google actually had some interesting announcements (though things like making calls on Google Home fell a bit flat, too, simply because Amazon announced this same feature for its Echo speakers a few days earlier). The fact that it is coming to the iPhone shows that Google wants it to be a cross-platform service and its integration with Chromecast is also really interesting (but again, because Amazon already announced its version of the Echo with a built-in screen, this didnt land with the big splash Google had surely hoped for either).

None of the new Assistant features are available now, which is disappointing and follows an unfortunate trend for Google I/O announcements in recent years.

With the Microsoft Graph, its worth mentioning, Microsoft is now building a fabric that will tie all of your devices and applications together. Whether that will work as planned remains to be seen, but itsa bold project that could have wide-reaching consequences for how you use Microsofts tools, even on Android, in the future.

Another topic both companies talked about at their events are virtual and augmented reality. Here, both Google and Microsoft are talking about the spectrum of experiences thatsit between full augmented reality (or mixed reality as Microsoft calls it) and virtual reality (and at the other end of that is real reality in Googles charts).

With HoloLens, Microsoft has a clear lead in standalone augmented reality experiences.Thats a $3,000 device, though. Googles current approach is different in that it want to use machine vision (combined with its Tango technology) to use phones as the prime lens for viewing AR experiences.

As for VR, Google this year talked a lot about standalone headsets. Yet while it revealed a few partners, it remained vague about specs, prices and release dates. Microsoft, on the other hand, is currently focusing on tethered headsets from partners like Acer that combine some of its HoloLens technology for tracking your movements with the power of the connected Windows 10 PC. Microsoft is shipping dev kits now and consumers will be able to buy them later this year.

Its HoloLens, though, is technically miles ahead of anything Google even showed blueprints of at I/O. Thats a surprise, because Google had a lead in building a VR ecosystem thanks to its quirky Cardboard viewers, but now it feels like its at the risk of falling behind.

Both Microsoft and Google used their events to announce relatively evolutionary updates to their flagship operating systems. Google, of course, had already pre-announced Android O and Microsoft had already pre-announced that itll now offer two Windows 10 releases a year, so the fact that well get a new update in the fall really wasnt a surprise.

For both companies, these developer shows are high-stakes events. Google I/O, however, felt pretty relaxed this year. Indeed, it almost felt as if I/O came at the wrong time of the year for the company. There simply wasnt all that much to announce this year, it felt, and while that wouldve allowed Google to more clearly lay out its vision, it instead squandered valuable keynote time on talking about previously announced YouTube features that few people in the audience cared about.

While Microsoft admittedly has a far wider product portfolio for developers, its event had far more energy and showed a clearer vision. Microsoft, too, made sure that its event focused almost exclusively on developers (There will be coding on stage, a Microsoft representative warned the assembled media before the first keynote).Googles event (and especially the main keynote) often felt like the company didnt quite know who its audience was (developers? consumers? the press?).AndGoogle had a developer keynote at its developer conference. That must have been a first.

When Microsoft showed off Remix at Build, it was to tell developers that they, too, cantake the companys tools and build an experience like this. When Google showed off Google Photos, it showed consumers that they can now use its technology to quickly make photo books. Yet really interesting new feature for developers, like Instant Apps, were barely mentioned in the keynote, even though they touch both consumers and developers.

Yet the fact that the addition of Kotlin as a first-class language for Android development got more applause than any other announcement at the show clearly shows what the core audience is (in the press boxes, that announcement mostly resulted in blank stares, of course).

So tobe blunt, I/O was relativelyboring this year. There was no new hardware, no major new developer tools, no big new consumer product, very few new tools and almost no products that developers or consumers can use right now (and not even a full name for Android O). Maybe this kind of annual cadence for developer conferences simply doesnt work anymore now that technology moves way too fast for annual updates,but it also remains the most effective tool to bring a developer ecosystem together under one roof (or tents, in Googles case), state your case and lay out your vision. This year, Microsoft did a better job at that.

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In the AI wars, Microsoft now has the clearer vision - TechCrunch

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